Written by: Warren Ellis
Art by: Jon Davis-Hunt
Colours by: Steve Bucellato
Published by: DC Comics
Price: $3.99
Art by: Jon Davis-Hunt
Colours by: Steve Bucellato
Published by: DC Comics
Price: $3.99
I’m not sure whether I’ve pointed it out before, but The Wild Storm is what was in the old
days called a maxi-series. Each issue’s cover features a strip of numbers below
the title running from 1 to 24 with the current issue’s number picked out with
an arrow of the kind I used to use when keeping score at snooker as a spotty
youth. I mention this simply to remind everyone that we’re currently only a
sixth of the way in to whatever Warren Ellis has planned for this reimagining
of the Wildstorm universe. Or, to put it another way, don’t let last issue’s
explosion of action, glorious though it was, fool you into expecting more of
the same this time round. For some, there’ll inevitably be a bit of
disappointment at this and I understand that. I don’t want you to think,
however, that we’ve returned to an issue of people talking wittily at one
another about things of which they’re already aware but about which the reader
doesn’t have a clue. Oh, no. This time around, we begin to get… information.
This issue starts pretty much right where the last issue
ended. Grifter makes short work of the remaining Razors in a couple of panels
that constitute both economical and spectacular storytelling, only to be
threatened with nuclear devastation by a bloodied but still operational Razor
who has no compunction whatsoever about sacrificing his life in the service of
IO. Kanesha pulls the pesky bit of glass out of Adrianna’s head and they escape
in a weird snake-like flash of pink light just before the Razor goes off taking
the disused IO facility with him. I suppose this is a little bit underwhelming,
but I’m prepared to be somewhat forgiving of this resolution to a situation
that positively bristled with drama last issue. For one thing, Kanesha later
makes it clear that she had no idea that pulling the glass out would work. For
another, I’m not convinced that Adrianna’s been entirely unaffected by the
experience. As always with this series, we’ll have to wait and see what the
ramifications of this moment are, but I’m willing to bet that there will be
some.
The rest of the issue is, for different reasons, really quite
beautiful. There’s a nice scene between Miles Craven and his boyfriend that
rather skilfully starts to fill in some background to Angie Spica, her suit and
why her acquisition of it is so problematic for Craven. I can’t stress enough
how very good Ellis’ dialogue is here. It is almost entirely naturalistic (the
line about Henry Bendix looking at Craven’s black boyfriend “like he wanted to
watch [him] hang from a tree that was also on fire” is a bit forced for my
tastes) and it portrays both characters as very human with fully-functioning
senses of humour. That both men possess the ability to talk to each other
without spelling everything out all the time (which is something certain
writers working on books whose titles feature the initials ‘J’ and ‘L’ could do
with) is impressive, too. Given that Craven is, at the moment, meant to be our ‘bad
guy’, I’d suggest this is nicely subtle and enjoyable characterisation.
There are some interesting things revealed in that
conversation. IO and Bendix’s Skywatch have agreements in place to share
technological breakthroughs, agreements that Craven has broken. Angie’s tech
comes at least in part from something called a Breslau II which looks like a
classic 50s flying saucer, although the one we see has a big ‘Skywatch’ logo on
it, presumably a mark of ownership. While Ellis’ strategy of letting the reader
in on interesting conversations between important characters remains
essentially unchanged, in this issue readers will, I think, find that approach
a bit more rewarding than they did in the first two.
This continues with our first proper look at Henry Bendix.
Bendix’s evolution as a character has been quite interesting. From Picard-like
efficiency and cool authoritarianism in the first issues of Stormwatch to the master chessplayer and
god complex-plagued manipulator of the 90s Ellis run, the character has always
been morally suspect. Here, Ellis does something I honestly didn’t think was
possible. He makes him hilarious. If the fight in the IO facility was the
highlight of the previous issue, the conversation between Bendix and his PA, Ms
Lauren ‘Fahrenheit’ Pennington, is undoubtedly the highlight of this one. Ellis
portrays Bendix as a cantankerous old man whose aversion to Earth and clearly
genuine love of and awe for space form the core of his personality. Pennington
is more than just a comic foil too. She speaks to Bendix as equals and there is
a sense of affection and playfulness between them that, for this reader at any
rate, is totally unexpected. It’s fantastic scripting and it’s capped by a
glorious two page spread of the Skywatch satellite.
It’s worth pointing out, incidentally, that, while the
Skywatch satellite’s size is truly impressive, its technology is firmly rooted
in the reality of our own NASA craft and entirely appropriate for a story whose
protagonists tend to wander around in open-necked shirts and turtleneck
sweaters.
The issue continues with a rather low-key conversation
between Michael Cray and Miles Craven in which the pair discuss Cray’s brain
tumour and ends with a simply beautiful page of Angie walking along a night
time highway, having plunged into the sea earlier on. This provides a rather
melancholy and downbeat ending to an issue that starts with Grifter shooting
two IO Razors in the head!
This is an excellent comic. It’s beautifully written and
sumptuously drawn by an art team who really are on top of their game. Given
that so much of this story relies on dialogue, Davis-Hunt’s deft portrayal of
facial expressions is invaluable in helping the reader grasp the nuances of the
story its various characters. That said, when he needs to be, he can be
spectacular. The panel in which Angie flies over a sea reflecting the light
from the setting sun is just wonderful; the image of Angie staring pensively to
one side against a backdrop of the star-studded night sky is similarly breath-taking.
(I might be falling for Angie, you know. Just a little bit.) That Ellis refuses
to hold the reader’s hand means that the characters feel grounded and their relationships
feel real and this adds a greater sense of immersion to the story.
The one fly in the ointment is simply that that story is
moving so very slowly. As entertaining as this issue is, we’re still not all
that far on from where we were a couple of issues ago. All the action of last
issue notwithstanding, Angie is still on the run. Marlowe’s ‘wild’ CAT has
failed to make meaningful contact with her; IO has failed to apprehend her.
Michael Cray still has a brain tumour and is still trying to work out the
implications of that. We know a bit more about Bendix, true, but we’re still not
entirely sure what he’s doing or
about to do or even can do. And there
will be some readers who are going to find that frustrating after four issues
of storytelling. All I can say to that is… four out of twenty-four.
Bits and Pieces:
Ellis is building a world here. He’s weaving a grand
narrative that is not going to be resolved in a few issues’ time. This issue
continues the leisurely pace established in the first two instalments of this
story. While the background we get here is important and very welcome, the lack
of impetus moving forward is an issue. That said, I trust Ellis; if you can
hang on, I suspect the eventual payoff will be worth your patience. And, in the
meantime, you do get some gorgeous artwork and truly excellent dialogue.
1000/10 without nitpicking, 100/10 with.
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